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#include "bullet.h"
#include "world.h"
#include "raymath.h"
typedef
struct
{
int team; // 0 means not in use
Vector3 position;
Vector3 direction;
int lifetime;
}
Bullet;
Bullet bullets[100];
void
spawn_bullet(int team, Vector3 position, Vector3 direction)
{
if(team == 0)
{
return;
}
for(int i = 0; i < 100; ++i)
{
if(bullets[i].team != 0)
{
continue;
}
bullets[i].team = team;
bullets[i].position = position;
bullets[i].direction = direction;
bullets[i].lifetime = 100;
return;
};
}
void
render_bullets(void)
{
for(int i = 0; i < 100; ++i)
{
if(bullets[i].team == 0)
{
continue;
}
else if(bullets[i].team == 1)
{
DrawCube(bullets[i].position, 0.25, 0.25, 0.25, DARKBLUE);
}
else if(bullets[i].team == 2)
{
DrawCube(bullets[i].position, 0.25, 0.25, 0.25, DARKPURPLE);
}
}
}
void
bullet_collision_check(void)
{
for(int i = 0; i < 100; ++i)
{
if(bullets[i].team == 0)
{
continue;
}
bullets[i].lifetime -= 1;
if(bullets[i].lifetime <= 0)
{
bullets[i].team = 0;
}
bullets[i].position.x += bullets[i].direction.x * 0.25;
bullets[i].position.y += bullets[i].direction.y * 0.25;
bullets[i].position.z += bullets[i].direction.z * 0.25;
Vector3 enemypos;
if (bullets[i].team == 1)
{
enemypos = world.players[0].position;
}
else if (bullets[i].team == 2)
{
enemypos = world.players[1].position;
}
if (bullets[i].team != 0) {
if (Vector3Distance(bullets[i].position, enemypos))
{
world.players[bullets[i].team-1].points++;
bullets[i].team = 0;
}
}
}
}
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